Ripchain Razorkin
A 5/3 for four with reach reads like a fine attacker that trades poorly on defense, but the body is not really the point: the sacrifice ability defines the card. Feed it your excess lands late, when the fifth and sixth Mountain stop doing work, and each one converts into a fresh card for two-and-a-red. That is a slow, grinding form of card advantage, deliberately gated behind repeated red mana so it rarely floods a hand in a single turn. The tension is genuine, and it is self-limiting: every activation shrinks your own manabase, so a razorkin left running eventually strips you down to a board too land-light for the ability to function. It rewards a deck that runs a slightly heavier land count than it needs, treating the surplus as fuel rather than dead draws. Reach is the quiet piece that keeps the 5/3 relevant across a stalled board, letting it wall fliers while the ability turns a clogged late game into new resources. This is a well-worn red idea (turning surplus lands into cards) given a body aggressive enough to matter and a sacrifice clause aimed squarely at the excess mana you would otherwise be embarrassed to draw.
